MSL: Add test for scalar access chain pull interpolant.

This commit is contained in:
Hans-Kristian Arntzen 2021-07-13 12:21:42 +02:00
parent d42c0b2e08
commit 71b83a18f4
2 changed files with 87 additions and 0 deletions

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
interpolant<float4, interpolation::perspective> a_0 [[user(locn0)]];
interpolant<float4, interpolation::perspective> a_1 [[user(locn1)]];
interpolant<float4, interpolation::perspective> b_0 [[user(locn2)]];
interpolant<float4, interpolation::perspective> b_1 [[user(locn3)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
spvUnsafeArray<float4, 2> a = {};
spvUnsafeArray<float4, 2> b = {};
a[0] = in.a_0.interpolate_at_centroid();
a[1] = in.a_1.interpolate_at_centroid();
b[0] = in.b_0.interpolate_at_centroid();
b[1] = in.b_1.interpolate_at_centroid();
out.FragColor.x = in.a_0.interpolate_at_offset(float2(0.5) + 0.4375).x;
out.FragColor.y = in.a_1.interpolate_at_offset(float2(0.5) + 0.4375).y;
out.FragColor.z = in.b_0.interpolate_at_offset(float2(0.5) + 0.4375).z;
out.FragColor.w = in.b_1.interpolate_at_offset(float2(0.5) + 0.4375).w;
return out;
}

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#version 450
layout(location = 0) centroid in vec4 a[2];
layout(location = 2) centroid in vec4 b[2];
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor.x = interpolateAtOffset(a[0].x, vec2(0.5));
FragColor.y = interpolateAtOffset(a[1].y, vec2(0.5));
FragColor.z = interpolateAtOffset(b[0].z, vec2(0.5));
FragColor.w = interpolateAtOffset(b[1].w, vec2(0.5));
}